The Great Forever Tomorrow is the second project by Kiwi Productions.
It requires Half Life 2 Episode 2 to play. It is a singleplayer adventure through a surreal underground fortress. Features:
*Original textures, complete with normal mapping.
*Original voice acting and music.
*Two new guns!
*A story that makes sense (i.e. better than what Gateways, our first project, had).
*A variety of gameplay (more than just combat).
*Surreal and over the top environments.

Since then, I've become much more of a programmer, and I'm finally ready to show some of what I've been working on! My new standalone game is running through Unity, but I think you'll see some throughlines in my style from those mods.

You don't slaughter aliens this time... instead you navigate treacherous space based courses, structurally similar to the Monkey Ball games but with pulp sci-fi/ progressive rock album cover craziness.

For this game I'm trying to find a balance between platforming & puzzle elements, as well as deep-space psychedelic wonder. I'd say the game is about 75% done, with over 100 levels split between about 8 hub worlds.

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This is everything you need (provided you have Half Life 2 Episode 2 and Steam) to play the mod, including installation instructions. The mod is a singleplayer...

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The game has amazing visuals, amazing environments, amazing puzzles, and an amazing soundtrack to accompany it. But the entire game falls apart once you factor in the trite voice acting, downright infuriating placement of enemies, and incredibly forced symbolism. The beginning of the game is amazing, however by the second half you'll want to blow your brains out. The creativity and ingenuity of the game's mechanics all fall apart when it succumbs to the most basic of all fanmade content tropes, spamming enemies and incomprehensible plot.

The developers attempted to make a thought provoking piece of art, however they seemed to have forgotten that to make something thought-provoking, you need a purpose, put simply: you need to make a point. This game shoves obvious metaphors and falsely moralistic dialogues (which, again, are terribly voice acted) down the player's throat in a desperate attempt to appear profound. But Aristotle did not become a famed philosopher by merely saying "Harumph, life sure does suck sometimes." Simply spamming nihilism does NOT make your game a philosophical masterpiece, neither does naming the centerpiece of the entire game "Prometheus".

The game's one point in terms of plot is essentially that humanity is bad and we should feel bad. And it is such a ******* shame that all the effort that was clearly put into this mod is rendered null by this one swoop of vexatious laziness! I hate the fact that I have to hate this mod! It had so, SO much potential, and honestly, remove the terrible voice acting, the forced symbolism, and the horrible enemy placement, and you have a very creative mod!

But, as it stands now, The Great Forever Tomorrow is like Mount Everest — incredible to look at, but unbearable to go through.

Can anyone help me get this to play properly? I modified the gameinfo.txt to fix the steampipe enough to get it to load, but there's still a lot of missing textures and models (no skybox, lots of ERROR boxes across the fuschia terrain).
screenshot:Cloud-4.steampowered.com

I think I'm agreeing with a lot of what I see already; I was absolutely loving this game up until what I'm hoping is the final-final sequence, and now it's just ridiculous. I came here hoping to find a hint in the nature of "Well of course you don;t fight your way all through that, you have to go here or there to get through." Alas. This is what, for me, made Halo such a disappointment after Half-Life: just more and more and more of the same thing, and it isn't exciting or interesting, it isn't even adrenaline anymore, it's just tedious frustration. Nearly every Half Life sequence had a storyline logic to it -- a reason for getting through the bits. This (and Halo) you don't get that -- here, you don;t even know what the plot is, which makes it difficult to justify (or enjoy) hall after hall after room after room of Combine (Halo, I swear they had it done, then the project manager said, 'Hey we need about 3 more hours of game time. Add a bunch of dungeon-crawler mazes and load 'em with more bad guys at every corner.')

On the high, high, plus side: love the new weapons, love the music, esp. the classical-sounding, although the techno could be annoying at times. Did I even see new zombies, a variation of the half-body draggers? Also the psychedelic got a little overmuch, a bit more imagination with that would have been nice. Overall, great mod. Right now, I think I'm going to get some coffee and build Atlantis for a while (ah, the classics!). I'll get back and try to finish this off -- on easy -- later on.

Maybe much later. I'm glad to see, at least, that it's not just me! Some very original and creative puzzles -- I liked the platform through the laser fields!

But please, please, keep up the great work -- next one maybe a little bit shorter and not absurdly hard. (Did you play it yourself on Normal?) Also -- and this is just my preference - better balance between puzzle and blasting away. I loved the opening sequence, a little more shoot-em-up with that kind of problem-solving would be great. Bottom line -- solid!